Paladin
Base Class: Paladin

The second in a many-part Beloved DMs and Players as subclasses series, the Oath of Brennan Lee Mulligan is an ideal paladin oath to swear if you're all the good guys and all the bad guys. A lovely blend of goofs n' spoofs plus loving your friends, this subclass is perfect for your next meta one-shot.

Oath Spells

This subclass does not assign specific oath spells. These spells are to be assigned by the DM (or the player, at DM's discretion) at the beginning of the campaign. Spells may be chosen from the following schools of magic: abjuration, divination, evocation, and illusion.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

All the Good Guys. As a bonus action, you can bolster injured creatures with your Channel Divinity. You announce "I'm all the good guys", and all allies that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1).

All the Bad Guys. You can use your Channel Divinity to make a weapon deadlier. As a bonus action, you touch one weapon and announce "I'm all the bad guys". The effect lasts for 1 minute. The next time you hit a target with an attack using that weapon or ammunition, the target takes psychic damage immediately after the attack. The psychic damage equals 2d10 + your paladin level, or 20 + your paladin level if you had advantage on the attack roll.

Aura of the Dungeon Master

Starting at 7th level, you and all allies within 10 feet of you have advantage on Wisdom (Insight) or Intelligence (History) checks on enemies.

At 18th level, you and all allies within 10 feet of you also gain advantage on Wisdom (Perception) checks to locate enemies.

Daydreaming About Swords

Starting at 15th level, all of those times you got lost in thought daydreaming about swords begins to pay off. All longswords, shortswords, greatswords, glaives, scimitars, rapiers, or any other weapon considered a sword at the DMs discretion are considered +2 weapons for you.

Last Summer at LARP Camp

At 20th level, you can use your action to conjure a spectral suit of armor a la cardboard plate mail made at LARP camp. For 1 minute, this spectral suit of armor creates a faint glowing aura that emanates around you in a 30-foot radius. While the aura is activated, you and all allies within the aura gain the following benefits:

  • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
  • You have advantage on death saving throws and saving throws against being stunned, paralyzed, or petrified.
  • You gain 1d8 of inspiration to use on an attack roll.

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